Heimerdinger stores a Spare Part periodically, up to a maximum amount stored at once.

Spare Part Reserve: 1 / 1 / 2 / 2 / 3

Active:Heimerdinger deploys a H-28G Evolution Turret at the target location. Turrets have short-ranged basic attacks, prioritizing Heimerdinger's attack target if within range and then the closest enemy.

Magic Damage: 12 / 18 / 23 / 29 / 34 (+ 15% AP)

Additionally, each turret has a charge, gaining 6.25% of its maximum charge each second and an additional percentage on each basic attack. At full charge, if there are enemies in range, the turret consumes its charge to fire a long-ranged laser beam that deals magic damage to all enemies it passes through.

Beam Magic Damage: 40 / 60 / 80 / 105 / 130 (+ 55% AP)

On-Hit Charge Generation: 1 / 2 / 3 / 4 / 5%

Turrets deactivate if Heimerdinger moves far enough away from them for more than 8 seconds. Up to 3 turrets can be deployed at a time, and deploying a fourth turret destroys the oldest one.

H-28Q Apex Turret

RANGE: 450

UPGRADE!!! - Active:Heimerdinger constructs the H-28Q Apex Turret, which lasts for 8 seconds. Its basic attacks splash to enemies around the main target, slow affected enemies by 25% for 1 second and generate 20% beam charge per hit, and its beam attack is twice as wide.

Spell shields can block multiple abilities/components of a single ability if they would strike at the same time, as there is no priority system in place to say which hit first. While on paper a spell shield should only block a single missile, in practice they will block a single wave of missiles.

The cast-style for Hextech Micro-Rockets is similar to that of Glitterlance in the sense that there are 5 mini skill-shots that start from slightly different points and are each aimed individually, allowing for V and X shapes.

CH-2 Electron Storm Grenade

RANGE:925 / 210 / 135

COST: 85 mana

COOLDOWN: 18 / 16 / 14 / 12 / 10

Active:Heimerdinger hurls a grenade at the target location, dealing magic damage upon impact to all nearby enemies and slowing them by 35% for 2 seconds. Enemies close to the center of the grenade's impact are also stunned for 1.25 seconds.

Magic Damage: 60 / 100 / 140 / 180 / 220 (+ 60% AP)

CH-3X Lightning Grenade

RANGE:925 / 540 / 420 / 270

UPGRADE!!! - Active:Heimerdinger hurls a grenade that bounces up to 3 times, exploding each time in a larger area and slowing enemies hit by 80%.

Unlike Bouncing Bomb, CH-3X Lighting Grenade does not use simulated physics. Each of the grenade's impacts will occur a fixed distance after the previous, regardless of how close or far the initial impact zone was to Heimerdinger.

UPGRADE!!!

COST: 100 mana

COOLDOWN: 100 / 80 / 60

Active:Heimerdinger empowers his next basic ability, placing it on the same cooldown as its basic form but making it free to cast.

After Heimerdinger has had UPGRADE!!! active for 3 seconds without using another ability, he can reactivate it to cancel the empowerment and put it on a 3 second static cooldown. UPGRADE!!! only goes on its normal cooldown if Heimerdinger uses an empowered ability.

Ability Details

UPGRADE!!! is a self-targeted buff that empowers his abilities until he casts one.

Turrets will prioritize Heimerdinger's attack target or enemies attacking Heimerdinger with its basic attack, and nearby enemy champions with its laser beam. An enemy champion that a turret is targeting or attempting to target will have a metal nut icon, even if they are outside the turret's range.

Turrets will try and attack the same target if within range.

Turrets are created with 70% charge, meaning they can fire their first beam after a maximum of 4.8 seconds (reduced by the turret's attacks.) The current charge is displayed as a bar below the turret's health bar.

The laser beam has a short wind-up time and the line-of-fire is telegraphed to both allies and enemies, similar to Zap!

A 8-second timer appears beneath the turret while Heimerdinger is out of range, representing the time until it goes offline (visually similar to Zac'shealing chunks and Yasuo'sSweeping Blade). The laser beam loses all current charge when it goes offline. Turrets will instantly come online the moment Heimerdinger moves back in range.

Offline turrets still grant sight, albeit over a reduced area (~200-radius).